﻿Shader "AndyRP/Unlit"
{
    Properties
    {
        _baseColor("Color",Color) = (1,1,1,1)
		_baseMap("Base Map", 2D) = "White"{}
		_Cutoff("Alpha Cutoff", Range(0,1))= 0.5

		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Src Blend", Float) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Dst Blend", Float) = 0
		[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 1
    }
    SubShader
    {
        Tags 
		{ 
			"RenderType"="Opaque" 
        }
        LOD 100

        Pass
        {
			Blend [_SrcBlend] [_DstBlend]
			ZWrite [_ZWrite]

            HLSLPROGRAM
			#pragma multi_compile_instancing
            #pragma vertex UnlitPassVertex
            #pragma fragment UnlitPassFragment
            #include "Unlit.hlsl"
            ENDHLSL
        }
    }
}
